We played our second game in this campaign last night:
Game 2 Creighton-Smythe is in a spot of botherbackground:The British explorer/geologist (spy) Cecil Creighton-Smythe has been captured by the Germans as he mapped mineral deposits (spied) on the border of German held territory.
The Germans are holding him (as a spy) at a small settlement on the banks of the Limpo river. The flotilla has been ordered to recapture him before he reveals his exploration findings (spying reports for the Entente about German dispositions).
Germans have 400 pts
Entente have the whole flotilla
1x Pl of Entente can enter via flank march. The rest must land from the river and assault through the village. Roll to see who goes first. The Germans can only start to evacuate the prisoner from 4th turn onwards. He will be uncooperative and delay this if he can. He feigns illness, roll a D6, 1-3 the Germans drag him off , 4-6 his acting is believable he delays his removal for one round. He will try to escape by attacking the guards if guarded by 2 or less Germans. Roll for as per assault rules.
Results
Creighton Smythe may be freed, a prisoner or dead. Roll D6 as below to determine which side is the winner.
If Creighton Smythe is dead roll a D6 4-6 he has a map on him. Roll a D6 1-3 is covered in blood & no use, 4-6 it gives vital information.
Creighton Smythe retained by the Germans roll a D6 on a 5-6 he has secreted a map in the house which the Entente have found, it gives vital information.
Creighton Smythe recaptured by the Entente. Roll a D6 . 1 he’s become delirious from malaria & is of no use, 2-3 he’s recovering from an attack of malaria but won’t be able to help the entente until D3 games.
4-6 he joins the flotilla as a character (captain) and provides them with vital information.
If the entente get information from him or a map he produced they learn of hidden tracks. This allows them to flank with 1 extra Pl in up to 2 future rounds.
Results:Well the second round game lived up to its billing with the result resting on the final dice roll of the game.
The board was a German camp at the riverside village of Fir Bin Fir. The Entente flotilla of the Lucienne & LuLu and the larger boat Lucielle were moving swiftly upstream to shell the village and land troops to storm it and attempt a rescue of Creighton Smythe who was being held at a randomly selected building. The Entente forces didn't know which building.
The Germans won the roll off & went first, their light gun missing the Lucielle but the maxim raking the LuLu and in a perfect series of dice rolls riddling her steam engine immobilising her for the whole of the game.
Not letting this upset plans the Entente forces sent the Lucienne to the aid of the stricken LuLu towing her at half speed to the nearest part of the bank. This meant the troops aboard could land but all the platoons on board both vessels had to come ashore up stream of the village.
Round 2 saw some desultory German shooting and similar in return from the flotilla
Round 3 saw an upturn for the Entente, the Lucielle steamed up to the jettey and the first troops disembarked from the now beached Lucienne.
Faced with a still firing German light gun and Maxim, the gunnery from the flotilla had been very poor, the Brits declined to land the troops from Lucielle at the Jetty and elected to shoot for a further round instead. With HMGs deployed on the boats and all other guns blazing the Entente finally silenced the German HMG and light gun.
At the same time the flanking force of Senegalese were making their was through the jungle towards the German Seebatallion camp.Things were looking up for the Entente.
However round 4 was designated as the round where the Germans woke up to the danger and started to bundle Creighton Smythe out of the village. At the same time the Askari and Ruga deployed in the village taking cover in the buildings determined to hold up the Entene forces.
Rounds 5 to 7 saw the build up of Entente forces take the village whilst the Germans gathered their command and frog marched Creighton Smythe along the road towards the far table edge. The Seebatallion in an exchange of fire from their camp managed to drive back the Senegalese thus shoring up the German left flank.
In turn 7 it was clear that with the majority of Entente forces held up in the village and the flanking force having been beaten off the Germans would successfully get Creighton Smythe away. In an act of disregard for the state of Entente morale the Lucielle moved up river and fired on the German command as they exited the board, this of course included Creighton Smythe. Scoring a hit the gunners killed two askari standing either side of Creighton Smythe who on picking himself up out of the crater found there wasn't a scratch on him.
The miraculous state of affairs didn't impress the surviving Germans who grabbed the stunned Creighton Smythe and marched him off the board.
And that appeared to be that, delayed Entente forces unable to free (or kill) Creighton Smythe. However with the KAR searching the domed building where Creighton Smythe had been held there was one last throw of the dice and sure enough Steve rolled a 6 indicating that the KAR had indeed found the map Creighton Smythe had hidden in the building.
This was enough to give victory to the Entente who can now thanks to the map deploy up to 2 x platoons in flank march in 2 of the remaing 3 games.
Pictures to follow.
full campaign details at:
http://wigan-wargames.co.uk/wiganwargames/forum_topics.asp?FID=55